Low level poison

Post/Author/DateTimePost
#1

pluisjen

Sep 03, 2009 13:24:43

How would I go about making new poisons? One of my players is a creature of the night and I think she'd like the idea of poison, but those in the DMG are 5th level and 250gp+ and she's only first level...


So would this be an ok first level poison?



 


Deathrattle Viper Venom Level 5 Poison


This dark green poison sizzles on contact with the air.


Poison ? gp


Attack: +5 vs. Fortitude; ongoing 3 poison damage and


slowed (save ends both).



 


I'm guessing it'll be allright, it's weaker then the level 5 ones.


However, I'm mainly stumped on the cost... something tells me that since they're consumables they're following the guidelines from the AV, but I don't have it.. what's a normal lvl 1 consumable cost?


And could there be any trouble coming from equipping level 1 characters with poison?

#2

pbn

Sep 03, 2009 13:30:47

Are you talking about making or buying?

#3

pluisjen

Sep 03, 2009 13:32:26

Aren't they the same in 4e?


They are for magic items; I assumed the same thing basically applied to other items...


(I don't know any rules about making poison, do they exist? I'd have to read up on those to, then.)

#4

pbn

Sep 03, 2009 13:39:23

Poisons are (generally) alchemical items, and priced accordingly


As for effect/level - they're a bit scattered, the consumable for 3rd level has the following effect:
Note the secondary attack (basically, hit with the weapon allows a chance to hit with the poison).  Also each +5 in level yields +5 on attack with same ongoing 5 (even at epic). So - a good general rule would be:


My Poison
Level X
Price (as per Level X alchemical consumable, fairly easy to extrapolate - for level 1 = 10gp)
Power (Consumable • Poison): Standard Action. Apply My poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +(X+3) vs. Fortitude; on a hit, the target takes ongoing 5 poison damage (save ends).


Make sense?

#5

pbn

Sep 03, 2009 13:43:29

Aren't they the same in 4e?
They are for magic items; I assumed the same thing basically applied to other items...
(I don't know any rules about making poison, do they exist? I'd have to read up on those to, then.)



No, they aren't.  If you have the Alchemy feat, you can create alchemical items (providing you have the recipe).  An alchemical recipe is like a ritual (and is written down).  In order to make an alchemical item you'd need to have the recipe.  That has it's own cost associated with it.

There's a LOT of debate as to whether it is worth it. So, to that I will not speak.

#6

Movanic

Sep 11, 2009 18:38:09

Note that poisons with greater effects usually have lower attack bonuses.
The easiest way to do this would be to make yourself a "table" and look at the various poisons. Use the "plain damage" poisons as having a 0 value. Then compare with the others to make a "penalty to hit per ability".

(straight out of my "posterior") slowed = -1; dazed = -4; weakened = -2, etc.

It would also give you great benefit to post it here once you've completed said table (I'm lying btw - it would be of great benefit, but not to you. :P)


Samples (no clue if they are balanced - I stupidly loaned my books to a friend :grrr

Level 1 (i.e. 10gp)
Murkblood : +4 vs Fort; creatures more than 2 squares away have concealment (save ends).
Batspit : +4 vs Fort; 2 ongoing (save ends). 
Cacklerot : +2 vs Fort; if target does not spend a move action to cackle madly on his next turn, he suffers 1d8+2 poison and necrotic damage (save ends). 


Level 2 
Tangle Tea : +3 vs Fort; 3 ongoing and if target takes a standard action he is slowed until the end of his turn (i.e. move first and you're not in trouble.) (save ends both)
Lover's Parting Gift : ingested. +7 vs Fort; 10 ongoing(save ends). (Knockoff from the play we all know and hate.)


... that's all I've got right now.